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openmw-tes3mp/apps/openmw/mwrender/cellimp.cpp

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#include "cellimp.hpp"
#include <cassert>
#include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp"
using namespace MWRender;
template<typename T>
void insertObj(CellRenderImp& cellRender, T& liveRef, const ESMS::ESMStore& store)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
}
}
template<>
void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef<ESM::Light, MWWorld::RefData>& liveRef, const ESMS::ESMStore& store)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
{
cellRender.insertBegin (liveRef.ref);
cellRender.insertMesh ("meshes\\" + model);
// Extract the color and convert to floating point
const int color = liveRef.base->data.color;
const float r = ((color >> 0) & 0xFF) / 255.0f;
const float g = ((color >> 8) & 0xFF) / 255.0f;
const float b = ((color >> 16) & 0xFF) / 255.0f;
const float radius = float(liveRef.base->data.radius);
cellRender.insertLight(r, g, b, radius);
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
}
}
template<>
void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData>& liveRef, const ESMS::ESMStore& store)
{
std::string headID = liveRef.base->head;
//get the part of the bodypart id which describes the race and the gender
std::string bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4);
std::string headModel = "meshes\\" + store.bodyParts.find(headID)->model;
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cellRender.insertBegin(liveRef.ref);
cellRender.insertMesh(headModel);
//TODO: define consts for each bodypart e.g. chest, foot, wrist... and put the parts in the right place
cellRender.insertMesh("meshes\\" + store.bodyParts.find(bodyRaceID + "chest")->model);
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
}
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template<typename T>
void insertCellRefList (CellRenderImp& cellRender, MWWorld::Environment& environment,
T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell)
{
if (!cellRefList.list.empty())
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{
const MWWorld::Class& class_ =
MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
for (typename T::List::iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
if (it->mData.getCount())
class_.insertObj (MWWorld::Ptr (&*it, &cell), cellRender, environment);
}
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}
}
void CellRenderImp::insertCell(ESMS::CellStore<MWWorld::RefData> &cell,
MWWorld::Environment& environment)
{
// Loop through all references in the cell
insertCellRefList (*this, environment, cell.activators, cell);
insertCellRefList (*this, environment, cell.potions, cell);
insertCellRefList (*this, environment, cell.appas, cell);
insertCellRefList (*this, environment, cell.armors, cell);
insertCellRefList (*this, environment, cell.books, cell);
insertCellRefList (*this, environment, cell.clothes, cell);
insertCellRefList (*this, environment, cell.containers, cell);
insertCellRefList (*this, environment, cell.creatures, cell);
insertCellRefList (*this, environment, cell.doors, cell);
insertCellRefList (*this, environment, cell.ingreds, cell);
// insertCellRefList (*this, environment, cell.creatureLists, cell);
// insertCellRefList (*this, environment, cell.itemLists, cell);
insertCellRefList (*this, environment, cell.lights, cell);
insertCellRefList (*this, environment, cell.lockpicks, cell);
insertCellRefList (*this, environment, cell.miscItems, cell);
insertCellRefList (*this, environment, cell.npcs, cell);
insertCellRefList (*this, environment, cell.probes, cell);
insertCellRefList (*this, environment, cell.repairs, cell);
insertCellRefList (*this, environment, cell.statics, cell);
insertCellRefList (*this, environment, cell.weapons, cell);
}